Whether dwelling in dungeons or making their homes in the wild, the small humanoids known as kobolds make a terrific addition to your campaigns. Related to – but distinct from – their gobliny and hobgobliny brethren, these humanoids come to life with GURPS Fantasy Folk: Kobolds. Discover their literary origins and the folklore that inspired them (or vice versa), alongside the version from GURPS Banestorm.
Get templates for three different kinds of kobolds, plus key traits to make them special. Become your best kobold self by picking from three professional templates. Then get equipped with clothing, armor, and weapons sized to fit, and unleash snazzy combat options for those times when you have to make your way in the larger world . . . literally. Adventure awaits, and life is short!
Hexagram #11 contains 15 new articles for your roleplaying adventures. Featuring a new dice table from Jean McGuire and introducing new contributor Irene Zielinski, this issue also focuses on some of the rather weird dice we've produced lately. Find out how to incorporate The Seven Deadly Sins Die, The Elder Futhark Die, and the Bad Luck Die into your next game! Also, Phil Reed interviews Steve Jackson, and Steve writes about "broken" spells in TFT.
Cast some easy spells! Kill some giant rats! Sounds like a well-paid break from real adventuring.
Oh, if they only knew . . .
This is a Fantasy Trip adventure suitable for one or two sessions, either as a one-shot game or part of an existing campaign. In Grand Opening, the PCs are hired to help with the dedication of a new cathedral . . . but it already has unhealthy secrets below ground!
A 2-page 16.5" x 8.5" PDF plus a 6-page 5.5" x 8.5" printer-friendly PDF, in a single Zip file.